mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-19 00:51:51 +00:00
12c84046f3
This is an extremely extensive patch as it hits every cvar, and every usage of the cvars. Cvars no longer store the value they control, instead, they use a cexpr value object to reference the value and specify the value's type (currently, a null type is used for strings). Non-string cvars are passed through cexpr, allowing expressions in the cvars' settings. Also, cvars have returned to an enhanced version of the original (id quake) registration scheme. As a minor benefit, relevant code having direct access to the cvar-controlled variables is probably a slight optimization as it removed a pointer dereference, and the variables can be located for data locality. The static cvar descriptors are made private as an additional safety layer, though there's nothing stopping external modification via Cvar_FindVar (which is needed for adding listeners). While not used yet (partly due to working out the design), cvars can have a validation function. Registering a cvar allows a primary listener (and its data) to be specified: it will always be called first when the cvar is modified. The combination of proper listeners and direct access to the controlled variable greatly simplifies the more complex cvar interactions as much less null checking is required, and there's no need for one cvar's callback to call another's. nq-x11 is known to work at least well enough for the demos. More testing will come.
323 lines
8.3 KiB
C
323 lines
8.3 KiB
C
/*
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cl_chase.c
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chase camera support
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/cvar.h"
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#include "QF/keys.h"
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#include "QF/input.h"
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#include "QF/mathlib.h"
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#include "QF/plugin/vid_render.h"
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#include "QF/scene/transform.h"
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#include "world.h"
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#include "client/chase.h"
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#include "client/input.h"
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#include "client/view.h"
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float chase_back;
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static cvar_t chase_back_cvar = {
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.name = "chase_back",
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.description =
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"None",
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.default_value = "100",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &chase_back },
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};
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float chase_up;
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static cvar_t chase_up_cvar = {
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.name = "chase_up",
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.description =
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"None",
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.default_value = "16",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &chase_up },
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};
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float chase_right;
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static cvar_t chase_right_cvar = {
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.name = "chase_right",
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.description =
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"None",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &chase_right },
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};
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int chase_active;
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static cvar_t chase_active_cvar = {
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.name = "chase_active",
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.description =
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"None",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &chase_active },
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};
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void
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Chase_Init_Cvars (void)
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{
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Cvar_Register (&chase_back_cvar, 0, 0);
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Cvar_Register (&chase_up_cvar, 0, 0);
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Cvar_Register (&chase_right_cvar, 0, 0);
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Cvar_Register (&chase_active_cvar, 0, 0);
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}
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void
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Chase_Reset (void)
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{
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// for respawning and teleporting
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// start position 12 units behind head
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}
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static inline vec4f_t
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TraceLine (chasestate_t *cs, vec4f_t start, vec4f_t end)
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{
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trace_t trace;
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memset (&trace, 0, sizeof (trace));
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trace.fraction = 1;
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MOD_TraceLine (cs->worldmodel->brush.hulls, 0, (vec_t*)&start, (vec_t*)&end, &trace);//FIXME
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return (vec4f_t) {trace.endpos[0], trace.endpos[1], trace.endpos[2], 1};
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}
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static void
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check_for_walls (chasestate_t *cs, vec4f_t forward)
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{
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// check for walls between player and camera
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cs->camera_origin += 8 * forward;
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vec4f_t stop = TraceLine (cs, cs->player_origin, cs->camera_origin);
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if (magnitude3f (stop)[0] != 0) {
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cs->camera_origin = stop - forward;
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}
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}
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static void
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limit_distance (chasestate_t *cs)
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{
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// don't let camera get too far from player
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vec4f_t dir = cs->camera_origin - cs->player_origin;
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vec4f_t forward = normalf (dir);
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if (magnitudef (dir)[0] > chase_back) {
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cs->camera_origin = cs->player_origin + forward * chase_back;
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}
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}
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static void
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set_camera (chasestate_t *cs, viewstate_t *vs)
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{
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vec4f_t rotation;
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AngleQuat (cs->camera_angles, (vec_t*)&rotation);//FIXME
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Transform_SetWorldRotation (vs->camera_transform, rotation);
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Transform_SetWorldPosition (vs->camera_transform, cs->camera_origin);
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}
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static void
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cam_controls (chasestate_t *cs, viewstate_t *vs)
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{
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// FIXME this doesn't actually control the camera, but rather makes the
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// player face the direction of motion. It probably should not access
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// movement input buttons and axes directly.
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// get basic movement from keyboard
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vec4f_t move = { };
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vec4f_t forward = { };
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vec4f_t right = { };
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vec4f_t up = { };
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vec4f_t dir = { };
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if (in_strafe.state & 1) {
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move[SIDE] += cl_sidespeed * IN_ButtonState (&in_right);
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move[SIDE] -= cl_sidespeed * IN_ButtonState (&in_left);
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}
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move[SIDE] += cl_sidespeed * IN_ButtonState (&in_moveright);
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move[SIDE] -= cl_sidespeed * IN_ButtonState (&in_moveleft);
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if (!(in_klook.state & 1)) {
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move[FORWARD] += cl_forwardspeed
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* IN_ButtonState (&in_forward);
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move[FORWARD] -= cl_backspeed * IN_ButtonState (&in_back);
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}
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if (in_speed.state & 1) {
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move *= cl_movespeedkey;
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}
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// mouse and joystick controllers add to movement
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VectorSet (0, vs->player_angles[1] - cs->camera_angles[1], 0, dir);
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AngleVectors ((vec_t*)&dir, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up); //FIXME
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forward *= IN_UpdateAxis (&in_cam_forward) * m_forward;
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right *= IN_UpdateAxis (&in_cam_side) * m_side;
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dir = forward + right;
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move[FORWARD] += dir[0];
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move[SIDE] -= dir[1];
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VectorSet (0, cs->camera_angles[1], 0, dir);
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AngleVectors ((vec_t*)&dir, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up); //FIXME
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dir = forward * move[FORWARD] + right * move[SIDE];
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if (dir[1] || dir[0]) {
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vs->player_angles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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}
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//vs->player_angles[PITCH] = 0;
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VectorCopy (vs->player_angles, cs->player_angles);
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}
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static void
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update_cam_frame (chasestate_t *cs, viewstate_t *vs)
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{
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vec3_t d;
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VectorSubtract (vs->player_angles, cs->player_angles, d);
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VectorAdd (cs->camera_angles, d, cs->camera_angles);
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// remember the new angle to calculate the difference next frame
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VectorCopy (vs->player_angles, cs->player_angles);
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}
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static void
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chase_mode_1 (chasestate_t *cs)
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{
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// regular camera, faces same direction as player
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viewstate_t *vs = cs->viewstate;
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vec4f_t forward = {}, up = {}, right = {}, stop = {};
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AngleVectors (vs->player_angles, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up);//FIXME
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VectorCopy (vs->player_angles, cs->camera_angles);
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// calc exact destination
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cs->camera_origin = vs->player_origin
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- forward * chase_back - right * chase_right;
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// chase_up is world up
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cs->camera_origin[2] += chase_up;
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// check for walls between player and camera
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stop = TraceLine (cs, vs->player_origin, cs->camera_origin);
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if (magnitude3f (stop)[0] != 0) {
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cs->camera_origin = stop + forward * 8;
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}
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set_camera (cs, vs);
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}
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static void
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chase_mode_2 (chasestate_t *cs)
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{
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viewstate_t *vs = cs->viewstate;
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vec4f_t forward = {}, up = {}, right = {}, dir = {};
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// lazy camera, look toward player entity
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update_cam_frame (cs, vs);
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cs->camera_angles[PITCH] = bound (-60, cs->camera_angles[PITCH], 60);
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// move camera, it's not enough to just change the angles because
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// the angles are automatically changed to look toward the player
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AngleVectors (cs->camera_angles, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up);//FIXME
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cs->camera_origin = cs->player_origin - chase_back * forward;
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cs->player_origin = vs->player_origin;
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// don't let camera get too low
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if (cs->camera_origin[2] < cs->player_origin[2] + chase_up) {
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cs->camera_origin[2] = cs->player_origin[2] + chase_up;
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}
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limit_distance (cs);
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check_for_walls (cs, forward);
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dir = vs->player_origin - cs->camera_origin;
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if (dir[1] == 0 && dir[0] == 0) {
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// look straight up or down
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cs->camera_angles[YAW] = vs->player_angles[YAW];
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if (dir[2] > 0)
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cs->camera_angles[PITCH] = 90;
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else
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cs->camera_angles[PITCH] = -90;
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} else {
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float pitch, yaw, fwd;
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yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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cs->camera_angles[YAW] = yaw;
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fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
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pitch = -(atan2 (dir[2], fwd) * 180 / M_PI);
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cs->camera_angles[PITCH] = pitch;
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}
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set_camera (cs, vs);
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cam_controls (cs, vs);
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}
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static void
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chase_mode_3 (chasestate_t *cs)
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{
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viewstate_t *vs = cs->viewstate;
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vec4f_t forward = {}, up = {}, right = {};
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// lazy camera, look toward player entity
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update_cam_frame (cs, vs);
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// move camera, it's not enough to just change the angles because
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// the angles are automatically changed to look toward the player
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cs->player_origin = vs->player_origin;
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AngleVectors (cs->camera_angles, (vec_t*)&forward, (vec_t*)&right, (vec_t*)&up);//FIXME
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cs->camera_origin = cs->player_origin - chase_back * forward;
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limit_distance (cs);
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check_for_walls (cs, forward);
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set_camera (cs, vs);
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cam_controls (cs, vs);
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}
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void
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Chase_Update (chasestate_t *cs)
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{
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switch (chase_active) {
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case 1:
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chase_mode_1 (cs);
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return;
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case 2:
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chase_mode_2 (cs);
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return;
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case 3:
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chase_mode_3 (cs);
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return;
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}
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}
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